Abilities

Will of the Emperor

RANGE: 400

COOLDOWN: 200

Innate:Azir passively places markers above the ruins of destroyed turrets outside of the enemy's base. Clicking on a marker causes Azir to raise the Disc of Absolution at the location of the ruin; the Disc of Absolution is functionally identical to a standard turret, but also grants Azir any gold it earns. The Disc of Absolution'shealth decays over 1 minute.

In the Ascension featured game mode, Azir can summon a Sun Disc in the center of the map provided the Ancient Ascendant is dead. If the Ancient Ascendant respawns while the Sun Disc is active, the Sun Disc will be destroyed.

Rout

RANGE: 1000

COST: 60 Mana

COOLDOWN: 10 / 9 / 8 / 7 / 6

Active:Azir commands all active Arcane Soldiers to dash towards the target location: dealing magic damage to enemies they pass through, and applying a 40% slow which decays over 1 second.

Magic Damage: 60 / 90 / 120 / 150 / 180 (+ 60% AP)

Simultaneously striking an enemy champion more than once with Rout through active Arcane Soldiers causes its' slow to additively stack, but does not deal additional damage.

Active:Azir conjures an untargetableArcane Soldier at the target location for 10 seconds: forming a tether between himself and the Arcane Soldier whilst within 1200-units of it. When Azirattacks an enemy in an Arcane Soldier'srange, the soldier attacks in his stead: dealing「 60 ~ 180 」「 60 - 180 (based on level) (55 + 5 / 10 at each level) 」(+ 60% AP)magic damage to enemies in a line. Multiple Arcane Soldiers can strike the same target, but each attack beyond the first deal 50% damage.

Azir periodically generates a conjurable Arcane Soldier, and can store up to 2 charges at a time. Arcane Soldiers expire twice as fast while near an enemy turret, and expire instantly if Azir dispels the tether between them by moving too far away.

This spell doesn't count as auto-attack and will not receive any benefit from auto-attacks. It still however procs the passive of the Furor boot enchantment.

Every other auto-attack command issued by Azir to Sand Soldiers will trigger the unique passive of Sated Devourer, Azir and all attacking soldiers will display a phantom that performs the same animation and allows Soldiers to attack the same target twice. This phantom would do the same damage as a normal soldier but will have the same modifier as any extra soldiers attacking the same target, meaning the phantom of one soldier will only deal 25% of the damage the first soldier deals. This mechanic was specially coded for the case of multiple soldiers, allowing Azir to do 125% extra damage with 3 soldiers present instead of 50%. Azir will have the normal mechanics for Sated Devourer while using his normal auto-attacks without soldiers.

Damaging an enemy champion will cause minions in range to target Azir.

The gold-generating passive on the Spellthief's line of items will not activate when using this ability on towers.

Shift

COST: 60 Mana

COOLDOWN: 18 / 17 / 16 / 15 / 14

Active:Azirdashes to the target Arcane Soldier: dealing magic damage to enemies he passes through. If Azir contacts an enemy champion, he stops and gains a shield for 2 seconds.

If Azir casts Shifting Sands on a sand soldier moving from Conquering Sands, Azir will follow the soldier the distance of Conquering Sands.

Absolute Divide

RANGE: 200

COST: 100 Mana

COOLDOWN: 100 / 90 / 80

Active:Azir conjures a phalanx of shield-wielding soldiers who press forward: knocking back enemies they contact.

When the soldiers finish their charge, they stand as unification incarnate: intercepting oncoming projectiles that are capable of hitting allied champions (excluding turret attacks), and inhibiting enemy champions' movement. These soldiers are considered absolutely static after they've concluded their initial charge.

The wall of soldiers will count as terrain for the purposes of "into terrain" effects (such as Condemn and Dredge Line). This will only affect enemies - allies will pass through the wall in all circumstances, even if knocked into it by an enemy (ally Nautilus using his Q on the wall??).

Active:Zed deploys an untargetableAnimate Armor which mimics his basic abilities, and lasts for 2 seconds, towards the target location: granting sight of its nearby surroundings.

Issuing a shift command onto a deployed Animate Armor causes Zed to blink to its location while leaving behind an Animate Armor: effectively switching places with it. Zed cannot blink to the same Animate Armor more than once, and Animate Armors are considered static in all manners, save for their mimicry of Zed's basic abilities.

Zed periodically generates a deployable Animate Armor, and can store up to 2 charges at a time. There can be no more than 2 active Animate Armors concurrently, and actions which would cause for more than 2 Animate Armors to be simultaneously active will dispel the Animate Armors which were deployed earliest.

Zed hurls a pair of shurikens, dealing physical damage. Striking an enemy champion more than once simultaneously reduces Sunder's cooldown.

Deploy (W)

Mark (P)

Zed's attacks and damaging abilities each build up stacks on enemy champions, up to once per cast, lasting for 2 seconds. Applying the third stack deals physical damage and reveals the enemy champion for 1 second. Enemies may only be affected once every 4 seconds.

Zed marks the target enemy champion for 2 seconds as he dashes to them, during which he ignores unit collision and deals true damage against the marked enemy champion: revealing them and spawning 2 Animate Armors. At the end, or when the marked enemy champion would suffer lethal damage, the 2 Animate Armors are consumed after a short delay, dealing true damage to the marked enemy champion.

Trivia

Zed's new kit was (obviously) inspired by his portrayal in the new cinematic PROJECT: OVERDRIVE.

Proper development of the above reimagined kits began on the 25th of August.